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docs/narrative/AI_GEN.md
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docs/narrative/AI_GEN.md
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# AI Generation
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This documents contains everything concerning AI image generation, from pipeline to prompts.
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## Quality
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For female characters:
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```
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cute, femmasterpiece, best quality, amazing quality, 4k, very aesthetic, high resolution, ultra-detailed, absurdres, newest, esthetic,
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saturated, sensitive
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```
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For scenarios:
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TODO
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---
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# Emma
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The girl next door, sunny, deredere
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## Body
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```
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red curly long hair, pronounced cheekbones, big round glasses, big cerulean eye, little freckles, sexy,
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large breasts, narrow waist, curvy, busty, plump, wide hips, sweat, wet, shiny skin, cleavage, midriff,
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collarbone, hip dips, hip bones
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```
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## Suites
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### Casual
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```
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denim micro shorts, thick thighs, dark green side-tie highleg thong bikini under clothes
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```
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---
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# Christy
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## Body
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mohawk, blue hair, pronounced cheekbones, big red eye, sexy, large breasts, narrow waist, curvy, busty, plump, wide hips,
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sweat, wet, shiny skin, cleavage, midriff, collarbone, hip dips, hip bonesblack
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---
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# Positioning
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The words below are examples:
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```
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arched back, head tilt, leaning forward, legs apart, from side, pov, upper body, face focus,
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foreshortening, dutch angle
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```
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# Scenario
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The words below are examples:
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```
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foreshortening, dutch angle, dappled sunlight, sunset, under palm tree, beach, orange sky, cloud, detailed background,
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backlighting, volumetric light
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```
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---
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# Generation
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Prompt pieces used for generating Emma's pictures from scratch.
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Guidelines:
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- Always use Quality as it is. Cannot be changed
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- Always use Body as it is. Cannot be changed
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- Pick a single Suite (right now there's only Casual)
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- You can pick pieces as you want in Positioning, one or many of them. You could also use completely new prompt pieces (not in the list)
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- Do not use scenario at the moment
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Seeds:
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- 1812077376
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- 573523049
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---
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# Edit
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Basic prompt pieces used for edit generated images with edit models.
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## Generic
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preserve style
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## Emotion
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- Happy, smile
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- Angry, blush
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- Shy, blush
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- Cringed
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docs/narrative/ORZO_01.md
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docs/narrative/ORZO_01.md
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## Orzo 01
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Orzo 01 is a adult visual novel.
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## Setting
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A traveling summer festival circuit across rural Japan. The player is a foreign photographer
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hired to document the festivals for a tourism board — lantern festivals, harvest celebrations, fire
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ceremonies. He travels in a small convoy: a van, a truck of equipment, and a handful of performers
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and staff who become his temporary family for eight weeks. The world is taiko drums, paper lanterns,
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summer heat, and roads between villages where the rice fields stretch forever.
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## Characters
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### Emma (Deredere)
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A shamisen player and part-time narrator for the festival's storytelling segments. She's been on the
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circuit for three summers. Knows every festival organizer, every shortcut, every local dish. Calls the
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player "kisha-san" (Mr. Photographer) with a smile that makes it impossible not to smile back.
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**First encounter**: At a lantern-lighting ceremony, she appears beside him, close enough that their
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sleeves touch, and whispers "You're framing it wrong — lower, let the water reflect the light."
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She's right.
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### Christy (Tsundere)
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A fire dancer and acrobat — the festival's showstopper. Grew up in the circuit; her grandmother ran
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the same troupe. She rarely speaks unless it's about performance. When she dances, she's untouchable.
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Offstage, she's untouchable too — by choice.
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**First encounter**: Behind the equipment truck, stretching alone before a performance. The player's
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camera clicks accidentally. She stops mid-stretch. "Delete it." He does. She doesn't thank him.
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## Characters interplay in this world
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- **Emma's route** is a summer romance in the classic sense — fleeting, luminous, aching precisely because
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it has an end date. Every festival is a new backdrop. She teaches him phrases in dialect, drags him
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to food stalls at midnight, falls asleep against his shoulder on the van between towns. Her Deredere
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nature means she never holds back — she knows this ends in August and chooses to love fully anyway.
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The question is whether the player can match her courage.
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- **Christy's route** is about what's behind the performance. She dances with fire because her grandmother
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did, because the circuit is the only home she's ever known, because stillness terrifies her. The
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player earns access in fragments: a shared cigarette behind the stage, a scar on her forearm from a
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childhood accident, the admission that she's never been photographed by someone she trusted.
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When she finally lets him photograph her — not performing, just her, at dawn, tired and real — it's
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more intimate than anything physical.
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- **The shared world**: The festival circuit is a living thing — fireworks, rain delays, broken truck
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axles, impromptu performances in a village that wasn't on the schedule. Emma and Christy grew up in
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these traditions in different ways. Emma knows the stories behind every festival. Christy knows the
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body behind every performance. Together they complete the circuit. The player photographs both:
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Emma laughing with festival elders, Christy mid-spin with fire blooming around her. Through the lens,
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he begins to understand what he's choosing between.
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- **Route intersection** — the final festival: The last night. A fire ceremony on a lake. Emma
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narrates the story — an old tale about a spirit who must choose between the sun and the moon.
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Christy dances the spirit's role, flames reflected in black water. The player photographs from the
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shore, and the lens captures a moment where both women are looking at him.
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# Chapters
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## Chapter 1 — *First Light*
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Covers the protagonist's first 2–3 days on the circuit: arrival, initiation into the convoy,
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and first encounters with both heroines. Establishes world, tone, the 8-week clock, and the
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immediate emotional texture of the two routes.
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---
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### Affinity System
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Every character tracks `affinity` on a hidden integer scale (approx. −10 to +10 per chapter).
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Choices raise or lower affinity. Affinity gates route availability, scene variants, and the
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final festival outcome.
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**Notation:**
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- `E+ / E−` = Emma affinity change
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- `C+ / C−` = Christy affinity change
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- `T+ / T−` = Takeda / crew affinity change
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---
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### Scene 1 — *The Road In*
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**Location:** A rural train platform, then the interior of a cramped van driving through
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rice-field country under crushing summer humidity.
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**Characters:** Protagonist, **Takeda** (grizzled convoy driver & coordinator), unnamed
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crew hands.
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**What happens:**
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The protagonist steps off a local train into the heat — a foreigner with a camera bag and
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bad Japanese. Takeda picks him up in a dusty van. On the drive, Takeda explains the rhythm
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of the circuit (shows, travel, sleep, repeat), points out landmarks, and gruffly sizes up
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the new photographer. Rice fields stretch endlessly past the window. The van smells of
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gasoline and old coffee. The protagonist photographs the landscape through the glass — his
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first frame of the journey.
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**Choice 1 — *"First impressions"***
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*Takeda glances at the protagonist's oversized camera bag and says: "You know this isn't
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a vacation, right?"*
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| Option | Text | Affinity |
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|--------|------|----------|
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| A | "I'm here to work. You'll see." | T+1 — Takeda respects grit |
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| B | "Work and vacation aren't so different through a lens." | Neutral — Takeda shrugs |
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| C | "I'll try not to slow you down." | T−1 — Takeda smells weakness |
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**Consequences:** Teaches the player that choices exist and have consequences. Low-stakes,
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crew-only. The "8 weeks" deadline is seeded in conversation. Takeda becomes the player's
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anchor to the practical world of the circuit.
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---
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### Scene 2 — *Arrival at Ground*
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**Location:** A festival ground in a small town — tents going up, lantern strings being
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hung, taiko drums unloaded under afternoon sun.
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**Characters:** Protagonist, Takeda, crew members. **Glimpses** of Emma (distant, tuning a
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shamisen on a crate, laughing with elderly locals) and Christy (distant, hauling twice her
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weight in equipment, face set in concentration).
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**What happens:**
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The convoy arrives. The protagonist is assigned a corner of the crew tent and told to
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"shoot everything — setup, faces, the town." He wanders the grounds, photographing the
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controlled chaos. The heat is oppressive. A festival elder offers him cold tea. He feels
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the first stirrings of belonging — or at least, of being tolerated.
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**Choice 2 — *"First glance"***
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*The protagonist surveys the grounds. Two figures stand out. His camera is in his hand.
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Where does the lens drift?*
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| Option | Text | Affinity |
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|--------|------|----------|
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| A | Photograph the laughing woman — warmth, connection. | E+1 — she notices later, flattered |
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| B | Photograph the solitary woman — strength, isolation. | C−1 — she notices immediately, cold stare |
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| C | Photograph neither — shoot the lanterns, the town, the crew. | Neutral — professionalism |
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**Consequences:** First affinity nudge toward one heroine or neutrality. Teaches that
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photographing Christy without permission has consequences — foreshadows Scene 4. The
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player learns the physical geography of a festival ground.
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---
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### Scene 3 — *The Lanterns* — Emma's First Encounter
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**Location:** Riverside at dusk. Paper lanterns being lit and set afloat on black water.
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**Characters:** Protagonist, **Emma**.
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**What happens:**
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The protagonist is at the water's edge, struggling to frame the lantern ceremony — the
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light, the reflections, the faces. A voice beside him, close enough that their sleeves
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touch: *"You're framing it wrong — lower, let the water reflect the light."* He adjusts.
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She's right. He turns. Emma smiles and says *"kisha-san"* (Mr. Photographer) with a warmth
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that makes it impossible not to smile back. She introduces herself — shamisen player,
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part-time narrator, three summers on the circuit. Brief, easy conversation. She knows
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everyone. She offers to show him the best food stalls later. Then she's gone, pulled away
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by a festival organizer, throwing a wave over her shoulder.
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**Choice 3 — *"The correction"***
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*Emma whispers: "You're framing it wrong — lower, let the water reflect the light." The
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protagonist adjusts. She's still beside him, sleeve brushing his, waiting to see what he
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does next.*
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| Option | Text | Affinity |
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|--------|------|----------|
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| A | "Thank you. I'm [name]. Are you with the festival?" | E+2 — open, warm, matches her energy |
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| B | Lower the camera and just watch the lanterns with her. | E+3 — she's surprised; he chose the moment over the shot |
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| C | Nod, keep shooting. She'll drift away. | E−1 — missed connection; she's too polite to push |
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**Choice 4 — *"The name"***
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*She calls him "kisha-san" for the first time, smiling.*
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| Option | Text | Affinity |
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|--------|------|----------|
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| A | Smile back. "And what should I call you?" | E+1 — reciprocity |
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| B | "Kisha-san? I've been called worse." | E+1 — playful; she laughs |
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| C | "Just [name] is fine." | Neutral — she notes the correction but keeps using kisha-san anyway |
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**Consequences:** Emma is established as instantly warm, knowledgeable, effortlessly
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charming. The *"kisha-san"* nickname is born — it sticks for the whole story. First
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genuine human connection for the protagonist. The player receives a clear invitation toward
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Emma's route: open, luminous, no games.
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---
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### Scene 4 — *The Click* — Christy's First Encounter
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**Location:** Behind the equipment truck, just before the evening performance. Dusk, long
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shadows, distant taiko drumming.
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**Characters:** Protagonist, **Christy**.
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**What happens:**
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The protagonist, looking for a different backstage angle, rounds the truck and finds
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Christy stretching alone — a fire dancer's discipline, all controlled tension. She hasn't
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seen him. He raises the camera on instinct. The shutter clicks. She stops mid-stretch,
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turns, and her eyes are ice: *"Delete it."* No anger — just a cold, absolute wall. He
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shows her the empty screen. She turns away without a word. He leaves, heart thumping, more
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unsettled than he expected.
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**Choice 5 — *"Delete it"***
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*The shutter clicks. Christy stops mid-stretch. Her eyes find him. "Delete it."*
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| Option | Text | Affinity |
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|--------|------|----------|
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| A | Delete it immediately. Show her the empty screen. Say nothing. | C+1 — she expected a fight; silence surprises her |
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| B | Delete it. "I'm sorry. I should have asked." | C+2 — she didn't expect an apology; stores it |
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| C | Delete it, but hesitate. "I wasn't trying to—" | C−1 — she doesn't want explanations |
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| D | "Why? It was just a stretch." | C−3 — walls go up; she walks away visibly colder |
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**Choice 6 — *"The exit"***
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*She turns away. The protagonist is still standing there.*
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| Option | Text | Affinity |
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|--------|------|----------|
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| A | Leave quietly. | C+1 — she notices the absence of further intrusion |
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| B | "Good luck tonight." | Neutral — she doesn't respond, but files it |
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| C | Raise the camera again — just in case. | C−3 — she catches the movement in her peripheral; dangerous |
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**Consequences:** Christy is established as guarded, formidable, unwilling to be seen
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outside her performance. The protagonist's relationship with his camera gains ethical
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weight — *taking* vs. *being given.* The player understands Christy's route will not come
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easily. Option B in Choice 5 is the highest gain because it acknowledges her autonomy.
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Option D is a significant setback — recoverable, but it closes early trust.
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---
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### Scene 5 — *Fire and Strings* — First Performance
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**Location:** Main festival stage at night — paper lanterns, bonfire light, a crowd of
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villagers and travelers.
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**Characters:** Protagonist, **Emma**, **Christy**, Takeda, crew, festival crowd.
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**What happens:**
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The first full performance. Emma takes the stage with her shamisen, narrating a folk tale
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with a voice that carries across the crowd — playful, dramatic, beloved by the locals.
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Then Christy enters. Fire poi bloom in the dark. She moves and the crowd goes silent.
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Through the viewfinder, the protagonist captures Christy mid-spin, fire trailing like a
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second body, her face unreadable. He turns and catches Emma laughing with a festival elder
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at the edge of the stage, shamisen resting on her lap. Two frames. Two women. He doesn't
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know it yet, but the choice has already begun to form.
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**Choice 7 — *"The lens"***
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*The protagonist has one camera, one angle, one moment that will define his coverage. The
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shamisen rises. The fire blooms.*
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| Option | Text | Affinity |
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|--------|------|----------|
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| A | Frame Emma — the storyteller, face lit by lanterns, voice carrying the tale. | E+2 — she spots him in the crowd; her smile flickers |
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| B | Frame Christy — fire trails, the dancer's body in motion, untouchable. | C+1 — she doesn't know, but the photo becomes important later |
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| C | Wide shot — both in frame, the stage, the crowd, the whole moment. | Neutral — professional; captures the festival, not the person |
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**Consequences:** A soft route signal. The player tells the game who they're watching.
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Christy's gain is smaller because she doesn't know — but the *photo* persists and can be
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shown to her in a later chapter. Both heroines are shown in their element. The circuit's
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magic is fully established.
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---
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### Scene 6 — *Midnight Stalls*
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**Location:** Late-night food stalls at the festival's edge — strings of bare bulbs,
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sizzling grills, laughter. Then the van interior, driving through darkness to the next
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town.
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**Characters:** Protagonist, **Emma**, Takeda, crew members.
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**What happens:**
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After the show, the crew descends on the food stalls. Emma finds the protagonist and drags
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him by the sleeve to try *imagawayaki* and *yakisoba* from a specific stall — "the best in
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three prefectures, I've done the research." She teaches him a local dialect phrase and
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laughs when he butchers it. Takeda tells a story about a festival where the floats caught
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fire. The crew are a family tonight — tired, happy, temporary. On the van ride to the next
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town, Emma falls asleep against the protagonist's shoulder. The rice fields slide past in
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the dark.
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**Choice 8 — *"The dragging"***
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*Emma grabs the protagonist's sleeve. "Come on, kisha-san — there's a stall three blocks
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in that has imagawayaki that will ruin you for all other food."*
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| Option | Text | Affinity |
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|--------|------|----------|
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| A | "Lead the way." Let her pull you into the crowd. | E+2 — she beams; she loves showing people things |
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| B | "I should finish uploading photos first." | E−1 — her smile falters, just slightly; she recovers fast |
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| C | "Only if you're paying." | E+1 — she laughs and calls him cheap; it becomes a running joke |
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**Choice 9 — *"The dialect"***
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*Emma teaches him a phrase in the local dialect — something untranslatable about the smell
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of summer rain on rice fields.*
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| Option | Text | Affinity |
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|--------|------|----------|
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| A | Try earnestly, even if you butcher it. | E+2 — she's delighted by the effort |
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| B | "That's never coming out of my mouth correctly." | E+1 — she teases him about it for the rest of the night |
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||||
| C | "Teach me something useful instead." | E−1 — a small wound; she was sharing something real |
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**Choice 10 — *"The shoulder"*** ⭐
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*In the van, late night. Emma has fallen asleep against the protagonist's shoulder. The
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road hums. The next town is two hours away.*
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| Option | Text | Affinity |
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|--------|------|----------|
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| A | Don't move. Let her sleep. | E+3 — she wakes briefly, murmurs something, doesn't pull away |
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| B | Gently adjust so she's more comfortable. | E+2 — she doesn't wake, but her body relaxes |
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||||
| C | Shift away. It feels too familiar. | E−2 — she wakes, pretends she didn't, moves to the window |
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| D | Take a photo of her sleeping. | E−3 — she wakes, sees the camera, warmth evaporates: *"kisha-san... don't."* |
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||||
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||||
**Consequences:** Emma's route deepens — physical closeness, vulnerability, the ache of
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||||
impermanence. The "temporary family" dynamic is fully realized. Option D is devastating
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||||
because it echoes the Christy scene — using the camera as a barrier instead of a bridge.
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Teaches that *both* heroines require consent. The dialect phrases become a recurring
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||||
motif on Emma's route.
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||||
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||||
---
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||||
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||||
### Scene 7 — *Before Dawn* — Christy's Echo
|
||||
|
||||
**Location:** The next morning, a quiet edge of the new festival ground. Mist over rice
|
||||
fields. Before sunrise.
|
||||
|
||||
**Characters:** Protagonist, **Christy**.
|
||||
|
||||
**What happens:**
|
||||
|
||||
The protagonist wakes before the convoy, restless. He walks out with his camera, meaning
|
||||
to photograph the sunrise. He finds Christy already there — practicing alone, no fire,
|
||||
just pure movement flowing through forms her grandmother taught her. Absorbed, unguarded.
|
||||
She hasn't seen him. His camera is in his hand.
|
||||
|
||||
**Choice 11 — *"The morning"*** ⭐ *Key turning point of Chapter 1*
|
||||
|
||||
*The protagonist finds Christy practicing alone in the mist. No fire — just movement, her
|
||||
body flowing through forms. She hasn't seen him. His camera is in his hand.*
|
||||
|
||||
| Option | Text | Affinity |
|
||||
|--------|------|----------|
|
||||
| A | Photograph her. This is what he's here to do. | C−3 — she senses it, stops, turns: *"You again."* Cold fury |
|
||||
| B | Don't photograph. Watch in silence, then leave before she notices. | C+2 — she never knows; but the *player* grows |
|
||||
| C | Don't photograph. Stay. Let her see you watching — no camera raised. | C+3 — she stops, meets his eyes, doesn't speak, doesn't send him away — the first crack |
|
||||
| D | Call out. "Morning." Try to talk. | C−2 — she freezes, grabs her things, leaves without a word; he invaded her time |
|
||||
|
||||
**Consequences:** The signature choice of Chapter 1. Defines the protagonist's
|
||||
understanding of Christy. Option C is the highest affinity gain possible with her in this
|
||||
chapter — it communicates *I see you, and I'm not taking anything.* Option A is a severe
|
||||
setback and closes early soft moments on her route. The chapter ends on Christy alone in
|
||||
the mist — and the protagonist understanding, for the first time, that some things cannot
|
||||
be photographed. They have to be earned.
|
||||
|
||||
---
|
||||
|
||||
## Chapter 1 — Affinity Summary
|
||||
|
||||
| Character | Max gain (all best choices) | Max loss (all worst choices) | Spread |
|
||||
|-----------|-----------------------------|------------------------------|--------|
|
||||
| Emma | +12 | −7 | 19 points |
|
||||
| Christy | +7 | −10 | 17 points |
|
||||
| Takeda / Crew | +1 | −1 | 2 points |
|
||||
|
||||
### Chapter-End Affinity Thresholds
|
||||
|
||||
At chapter end, affinity levels gate small narrative variants in the transition to
|
||||
Chapter 2:
|
||||
|
||||
| Threshold | Effect |
|
||||
|-----------|--------|
|
||||
| **Emma ≥ +6** | She saves him a seat in the van unprompted. A note appears in his camera bag: a local sweet wrapped in paper with *"for kisha-san"* in her handwriting. |
|
||||
| **Emma ≤ −2** | She's still friendly, but *"kisha-san"* carries polite distance now. No midnight stalls invitation on her own. |
|
||||
| **Christy ≥ +4** | In the van, she glances at him once. Just once. It's nothing — and everything. |
|
||||
| **Christy ≤ −5** | She refuses to be in the same frame as him. If he enters a space, she leaves it. This persists into Chapter 2. |
|
||||
|
||||
---
|
||||
|
||||
## Design Principles
|
||||
|
||||
1. **The camera as moral choice.** Half the affinity shifts are about whether the
|
||||
protagonist raises the lens. Photography is either theft or gift, and the player decides
|
||||
which.
|
||||
2. **Emma rewards presence; Christy rewards restraint.** Emma's gains come from saying
|
||||
*yes* — to food stalls, to dialect lessons, to closeness. Christy's gains come from saying
|
||||
*no* — to the camera, to intrusion, to forcing conversation.
|
||||
3. **No neutral choices that matter.** Every choice moves a needle. There is no "safe"
|
||||
path — only attention and its consequences.
|
||||
4. **The two routes are not symmetrical.** Emma is easier to gain affinity with (summer
|
||||
romance is generous). Christy is harder (trust is slow). The player who wants Christy's
|
||||
route must *work* for it.
|
||||
5. **Affinity is invisible.** Players never see the numbers. They feel the consequences
|
||||
through character behavior, dialogue shifts, and scene availability — never through HUD
|
||||
bars or stats screens.
|
||||
212
docs/narrative/PERSONALITY.md
Normal file
212
docs/narrative/PERSONALITY.md
Normal file
@@ -0,0 +1,212 @@
|
||||
# Personality
|
||||
|
||||
This document contains a list of personalities that we can find into manga, anime, ecc.
|
||||
|
||||
## Tsundere
|
||||
|
||||
A Tsundere has a personality that is usually strict, cold, and sometimes hostile toward the person they like and toward others.
|
||||
Occasionally, Tsundere will let their warm and loving feelings, hidden inside their heart, slip out.
|
||||
They hide their feelings because they are shy, nervous, insecure, or simply unable to behave properly in front of
|
||||
their crush.
|
||||
|
||||
The Japanese term "Tsundere" refers to a character who is outwardly violent and "runs hot and cold,"
|
||||
alternating between two distinct moods: Tsuntsun (from Tsu-) "aloof or irritable," and deredere (from -dere) "loving."
|
||||
It describes a person who is initially cold (and sometimes even hostile), only to later and gradually show
|
||||
a warmer and friendlier side of themselves. Originally found in Japanese bishōjo games, the word is now part of the
|
||||
otaku moe phenomenon, reaching other media such as maid cafés, anime, manga, novels, and even mass media.
|
||||
|
||||
A Tsundere is a character who pretends not to be interested in someone else, yet continues to do things for that
|
||||
person. They even keep saying that they are actually not interested in their love interest. Tsundere are characters who
|
||||
are not honest with themselves and their own feelings, or are too embarrassed to admit they love someone.
|
||||
|
||||
Extremely frequent will be phrases said by a Tsundere such as: "It's not like I like you or anything!" or
|
||||
"Don't get the wrong idea!" Furthermore, many of them call their love interest "baka," meaning "stupid" or "idiot,"
|
||||
but in a gentler way.
|
||||
|
||||
Some examples of "Tsundere" characters
|
||||
|
||||
- Rin Tohsaka (Fate/Stay Night)
|
||||
- Asuka Langley (Neon Genesis Evangelion)
|
||||
- Taiga Aisaka (Toradora!)
|
||||
- Mikoto Misaka (A certain magical Index/ A certain scientific Railgun)
|
||||
- Chitoge Kirisaki (Nisekoi)
|
||||
|
||||
## Yandere
|
||||
|
||||
A Yandere has a personality that initially tends to love and care for the person for whom they harbor a strong affection
|
||||
until their romantic love, admiration, and devotion become exuberant, excessive, and mentally unstable
|
||||
through overprotection, violence, brutality, or a combination of the three.
|
||||
|
||||
The term "Madness" perfectly describes Yandere characters. They are not stupid or reckless people, but rather psychopathic and
|
||||
jealous, who would kill the entire family of their beloved just to be alone with them.
|
||||
Yandere characters are hopelessly in love with their crush, which obviously drives the other to madness from an obsessive
|
||||
love with consequent abnormal behavior against all other people. In these cases, sayings like "Love makes you go crazy"
|
||||
are indeed truthful.
|
||||
|
||||
However, not everything that has just been said is true: some Yandere are undeniably crazy from the very beginning.
|
||||
The reason a Yandere goes crazy can vary; they may have been a victim of some horrible event,
|
||||
or they may simply have had a natural inclination to become a serial killer.
|
||||
Regardless, as long as they have a mentally ill type of love, they are identified as Yandere.
|
||||
|
||||
Not by chance, the "yan" in the word Yandere comes from the verb yanderu, which means "to be mentally ill."
|
||||
|
||||
Furthermore, there are also several subcategories of the Yandere type, but they would take too long to describe
|
||||
in turn: however, you can find an explanatory image of these at this LINK.
|
||||
|
||||
Some examples of "Yandere" characters:
|
||||
|
||||
- Yuno Gasai (Mirai Nikki)
|
||||
- Misa Amane (Death Note)
|
||||
- Kotonoha Katsura (School Days)
|
||||
- Shion Sonozaki (Higurashi no Naku Koro ni)
|
||||
- Anna Nishikinomiya (Shimoneta)
|
||||
|
||||
## Kuudere
|
||||
|
||||
A Kuudere has a calm and peaceful personality that never panics. They show few emotions and, in extreme cases,
|
||||
are completely devoid of emotions, but they may hide their true feelings deep down.
|
||||
|
||||
Kuudere characters are often cold, blunt, and cynical. They may appear emotionless and stoic on the outside, but on the inside
|
||||
they are very caring, at least when it comes to those they love. They are those characters who seem inexpressive, do not react to
|
||||
whatever the love interest says, do not laugh too often at jokes, and are very often associated with the stereotype of the
|
||||
genius detached from the world. These characters are usually characterized by white, blue, or other cool-colored hair.
|
||||
|
||||
The key point of a Kuudere character is that although they are presented as something akin to living ice statues,
|
||||
as they develop their relationship with the other person, they begin to open up and even show expressions such as smiling
|
||||
slightly. In some cases, they will completely "melt" or break their ice armor, starting to cry profusely
|
||||
or shout "I love you" to their crush. This happens when a Kuudere switches from kuu- mode to -dere mode.
|
||||
|
||||
Kuudere often speak in a calm, monotone tone and appear to be unaffected by the world around them.
|
||||
They never seem to be overly happy, excited, or surprised, just as they never appear sad, annoyed, or angry.
|
||||
Extreme examples can even seem completely devoid of emotions like robots. Although they act seriously on the outside,
|
||||
they often have an excellent sense of sarcastic humor.
|
||||
|
||||
The kuu- in Kuudere comes from the word "kuuru," which is the Japanese adaptation of the English word "cool."
|
||||
|
||||
In Japanese, kuuru can mean many things. It can mean that someone seems cool, calm, or even cold, or a
|
||||
person capable of handling any situation.
|
||||
|
||||
In the case of Kuudere, kuuru would be the calm and composed type. The type that shows no emotions and remains cool and collected
|
||||
(cool) no matter what happens.
|
||||
|
||||
Some examples of "Kuudere" characters:
|
||||
|
||||
- Kanade "Angel" Tachibana (Angel Beats!)
|
||||
- Homura Akemi (Puella Magi Madoka Magica)
|
||||
- Yotsugi Ononoki (Monogatari Series)
|
||||
- Mei Misaki (Another)
|
||||
- Mai Minakami (Nichijou)
|
||||
|
||||
## Dandere
|
||||
|
||||
A Dandere has a quiet, peaceful, but asocial personality. They are afraid to speak, as they fear that everything they
|
||||
say may get them into trouble. A Dandere character, because of this quiet and silent personality, often appears
|
||||
devoid of emotions. However, they tend to suddenly become talkative, sweet, and cute when alone with the right person,
|
||||
if they are comfortable enough to pour out their heart, revealing that they are actually just shy.
|
||||
|
||||
A Dandere will behave more or less like a normal person, but will not speak unless spoken to or asked.
|
||||
They will avoid speaking because of their shyness, but if necessary they will speak, sometimes with some difficulty or embarrassment.
|
||||
A Dandere tends to feel more at ease when surrounded by more people, since they will have fewer occasions to speak.
|
||||
Moreover, they usually tend to relax when, in the group they are in, new characters completely
|
||||
unfamiliar to the others are introduced: this will put the Dandere character on the same level as the newly introduced characters.
|
||||
|
||||
The difference between a Dandere and a Kuudere, which may seem similar, is that a Dandere character can be nervous
|
||||
(and not calm) during certain situations with their crush, but will prefer to remain silent, while a Kuudere character can
|
||||
still speak while maintaining their composure and remaining calm. Many Dandere will become agitated if invited to speak, while
|
||||
Kuudere will have no problem answering if necessary.
|
||||
|
||||
Some examples of "Dandere" characters:
|
||||
|
||||
- Mio Akiyama (K-ON!)
|
||||
- Nagisa Furukawa (Clannad)
|
||||
- Nadeko Sengoku (Monogatari Series)
|
||||
- Umi Sonoda (Love Live)
|
||||
- Hitori Bocchi (Hitoribocchi No Marumaru Seikatsu)
|
||||
|
||||
## Deredere
|
||||
|
||||
A Deredere has a very kind and energetic personality. They are seen most of the time in a cheerful and
|
||||
happy mood and tend to spread joy to those around them. Whatever happens, they quickly return to showing off their smile.
|
||||
|
||||
These are the only characters that do not have an abbreviation from the base term "deredere," since its definition is simply
|
||||
just that of "lovey-dovey."
|
||||
|
||||
Deredere characters are like all other -Dere types, such as a Tsundere character or a Yandere, since while they are
|
||||
in love with someone, they are able to develop a peculiar character compared to other characters. The biggest difference
|
||||
from other -Dere is that Deredere do not find it strange for another character to get along with the person they love, as long as they do not
|
||||
do anything bad to them. In fact, they do not take it too hard and do not get angry if the person they love is initially
|
||||
together with another character.
|
||||
|
||||
As long as the loved one is happy, Deredere will not get too down, whether they themselves end up starting a relationship with
|
||||
that person or not. They will also be kind to their rivals and have fun with them in the meantime.
|
||||
Furthermore, they are not afraid to show their care and affection to their love interest, even if, when it comes to their love
|
||||
for these characters, they are either completely open about it, confessing right away, or they will take a little longer
|
||||
to confess due to the other's reluctance.
|
||||
|
||||
Some examples of "Deredere" characters:
|
||||
|
||||
- Meiko "Menma" Honma (Anohana)
|
||||
- Chika Takami (Love Live! Sunshine!!)
|
||||
- Madoka Kaname (Puella Magi Madoka Magica)
|
||||
- Chiyo Sakura (Gekkan Shoujo Nozaki-kun)
|
||||
- Rinko Yamato (Ore Monogatari)
|
||||
|
||||
## Sadodere
|
||||
|
||||
A Sadodere has a sadistic or antisocial personality. They enjoy playing with the feelings of their love interests and
|
||||
are commonly referred to as "teasers." In Sadodere, in fact, the word "Sado" derives directly from "sadomaso."
|
||||
|
||||
A Sadodere is a troublemaker who enjoys manipulating the feelings of others, usually deriving pleasure from it.
|
||||
It is very common for them to play with the emotions of their love interests and also enjoy humiliating them.
|
||||
|
||||
Sadodere are typically defined by their sadistic tendencies and can be violent and cruel to others and even
|
||||
more so to their loved ones. They always have a severe lack of empathy; however, some Sadodere can redeem themselves.
|
||||
|
||||
Although this type of -dere enjoys hurting people, they will experience more pleasure when they hurt their loved ones,
|
||||
which is why they can be confused with a Yandere. The difference between the two is that a Sadodere character enjoys doing harm,
|
||||
while a Yandere character will hurt others only to prevent them from stealing their crush.
|
||||
The latter may even hurt their love interest, but only to get something out of it,
|
||||
without necessarily any satisfying feeling from those actions.
|
||||
|
||||
Some examples of "Sadodere" characters:
|
||||
|
||||
- Kurumi Tokisaki (Date A Live)
|
||||
- Junko Enoshima (Danganronpa)
|
||||
- Himiko Toga (My Hero Academia)
|
||||
- Hayase Nagatoro (Don't Toy with me, Miss Nagatoro)
|
||||
- Maika Sakuranomiya (Blend S)
|
||||
|
||||
## Bakadere
|
||||
|
||||
A Bakadere has a very clumsy and stupid personality, who, most of the time, lack common sense.
|
||||
The term is formed exactly from the famous word "baka," which means precisely "stupid" but also "idiot" or "imbecile."
|
||||
|
||||
Bakadere characters are for the most part very innocent and sweet, but their stupidity overshadows their other attributes.
|
||||
Most tend to be excessively carefree and optimistic due to their lack of intelligence.
|
||||
Bakadere characters also act in a childish and empty-headed way. They usually rush into things without thinking
|
||||
first, resulting in embarrassing situations.
|
||||
|
||||
Some examples of "Bakadere" characters:
|
||||
|
||||
- Chika Fujiwara (Kaguya-sama, Love is War)
|
||||
- Mankanshoku Mako (Kill la Kill)
|
||||
- Sasha Blouse (Attack on Titan)
|
||||
- Mashiro Shiina (The Pet Girl of Sakurasou)
|
||||
- Yuuko Yoshida (Machikado Mazoku)
|
||||
|
||||
## Others
|
||||
|
||||
**Mayadere** ➔ A dangerous character, initially antagonistic, who however later switches sides for love.
|
||||
**Bocchandere** ➔ A character who has a "dark" personality. They are often linked in some way to the Yakuza or the Mafia.
|
||||
**Byoukidere** ➔ An extremely kind and sweet character, who however suffers from a physical or mental illness, most of the time fatal.
|
||||
**Nemuidere** ➔ A character who spends most of their time sleeping and lazing about.
|
||||
**Oujidere/Oujodere** ➔ A narcissistic character who wants, and sometimes demands, to be treated like a prince/princess.
|
||||
**Goudere** ➔ A character who would stop at nothing to make their "master" happy.
|
||||
**Shundere** ➔ A character who is always sad and depressed due to various life misfortunes.
|
||||
**Hajidere** ➔ A character who becomes extremely nervous and embarrassed in front of the person they love.
|
||||
**Himedere** ➔ An Oujodere who, however, only wants to be treated that way by the person they love and by no one else.
|
||||
**Hiyakasudere** ➔ A character with a marked hypersexuality and histrionic personality.
|
||||
**Kamidere** ➔ A character who wants to be treated like a God/Goddess.
|
||||
**Kanedere** ➔ A character attracted to rich people / people with lots of money.
|
||||
**Kekkondere** ➔ A character who wants to immediately marry someone they have just met.
|
||||
**Yottadere** ➔ A character who loves drinking anything alcoholic.
|
||||
@@ -24,9 +24,19 @@ directories/dch_directory={
|
||||
"Advisor": "res://docs/museums/dialogic/Advisor.dch",
|
||||
"Merchant": "res://docs/museums/dialogic/Merchant.dch",
|
||||
"Miko": "res://docs/museums/dialogic/Miko.dch",
|
||||
"Raptor": "res://docs/museums/dialogic/Raptor.dch"
|
||||
"Raptor": "res://docs/museums/dialogic/Raptor.dch",
|
||||
"christy": "res://sandbox/christy.dch",
|
||||
"emma": "res://sandbox/emma.dch",
|
||||
"takeda": "res://sandbox/takeda.dch"
|
||||
}
|
||||
directories/dtl_directory={
|
||||
"ch1_scene1_road_in": "res://sandbox/chapter1/ch1_scene1_road_in.dtl",
|
||||
"ch1_scene2_arrival": "res://sandbox/chapter1/ch1_scene2_arrival.dtl",
|
||||
"ch1_scene3_lanterns": "res://sandbox/chapter1/ch1_scene3_lanterns.dtl",
|
||||
"ch1_scene4_click": "res://sandbox/chapter1/ch1_scene4_click.dtl",
|
||||
"ch1_scene5_performance": "res://sandbox/chapter1/ch1_scene5_performance.dtl",
|
||||
"ch1_scene6_stalls": "res://sandbox/chapter1/ch1_scene6_stalls.dtl",
|
||||
"ch1_scene7_dawn": "res://sandbox/chapter1/ch1_scene7_dawn.dtl",
|
||||
"gym09_congrats": "res://docs/gyms/gym09_scene_switching/gym09_congrats.dtl",
|
||||
"gym09_intro": "res://docs/gyms/gym09_scene_switching/gym09_intro.dtl",
|
||||
"gym10_main": "res://docs/gyms/gym10_character_portraits/gym10_main.dtl",
|
||||
@@ -68,6 +78,11 @@ variables={
|
||||
"coins": 0,
|
||||
"met_merchant": false,
|
||||
"player_has_key": true
|
||||
},
|
||||
"ORZO_01": {
|
||||
"chirsty_affinity": 0,
|
||||
"emma_affinity": 0,
|
||||
"takeda_affinity": 0
|
||||
}
|
||||
}
|
||||
extensions_folder="res://addons/dialogic_additions"
|
||||
|
||||
Reference in New Issue
Block a user